Home » PLAYER'S HQ 1.13 » JA2 Complete Mods & Sequels » AIMNAS Archives » AIMNAS WF2012 Part 10
Re: AIMNAS WF2012 Part 10[message #299196] Fri, 17 February 2012 03:30 Go to previous messageGo to next message
DarkDogg is currently offline DarkDogg

 
Messages:100
Registered:January 2012
Location: Moscow, Russia
smeagol

Edit: Rundown of Skills and Traits I gave the new mercs (I changed some of them, but not all of them):

Thank you very much for the info.
I also thought about Sam - Hunter. And some other things like you said...

smeagol

Btw... what are the plan in regards to Spooky and the other Mercs on A.I.M. Alumni page?

I have no rights on Spooky Smile
You should discuss it with Off_Topic. It's his project.

There will be a next update making the starting gear and merc's salaries more realistic to 1.13. Off_Topic is helping with this stuff.
Also we can discuss such thing like mercs BIOs or they additional info's. Like "Sparky is only working with her brothers bla bla bla" or something like that... Because the JADG Merc's BIOs are looking a little bit poor, compared to they original JA2 comrades Smile
Any ideas? Suggestions?
+ Maybe I'll change (cut) some battlesouds, just like you said.


About other JADG mercs - it fully depends on Kazuya :bow: Smile
He makes a new face => we've got a new merc Smile

Actually I'm planning to add all JADG mercs. I've got over 20 merc's profile cards left... And there are 4 or 5 medical doctors there. I know, there's a problem with them in JA2, and you've mentioned that before too.
I think, making Spam a paramedic - was a reason of that Smile

One thing I don't know. Mike and Speck. Do we need them as hireble mercs?

Report message to a moderator

Sergeant
Re: AIMNAS WF2012 Part 10[message #299212] Fri, 17 February 2012 09:33 Go to previous messageGo to next message
tbird94lx is currently offline tbird94lx

 
Messages:682
Registered:April 2002
Location: ohhhhhh canada
Vinny..change "you's" to youse..and if ya really wanna put him in the hood proper we's change to weez etc etc..put a "z" on the end..watch alot of american tv and you discover they spell and speak funny Neutral
but the "youse" part is 100% mob-gino type talk

Report message to a moderator

First Sergeant

Re: AIMNAS WF2012 Part 10[message #299261] Fri, 17 February 2012 20:18 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
Smeagorl,

I have just tested the big maps for the first time.

Well, i believe this is the next step in evolution of the game. Firstly the maps are perfect. Secondly playing them together with HAM 5.5 NCTH (little modding strictly for personal use) tweaked for the long range combat (sight_range of 70 tiles, NORMAL_SHOOTING_DISTANCE = 400) delivers just another gaming experience. I have a feeling of a totally new game.

Thank you for you great work. Please, keep up making big maps.

Report message to a moderator

Staff Sergeant
Re: AIMNAS WF2012 Part 10[message #299267] Fri, 17 February 2012 21:53 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Very often I get interupts but can't see the enemy. In most cases the enemy is some tiles beyound my vision range. This happens often with lowered weapon. When I raise the weapon, I cann see them. Does the game take the range of the (lowered) weapon to calculate the interuption? ISM-V-R on the weapon and nightvision googles IIB.

Alex is right, I like especially the maps with farms on it. Great idea to make 2 or three farms with fields between.

Only thing is, you have to spend more time to search everything and while doing that, ther mercs will often get exhaustet. You have to wait in tactical screen (if you don't have enough canteens with you). While time crompression, the regeneration of stamina is much slower.

Interesting thing is, the enemy tries to flank you. I try to have my mercs relativly close together. It looks like, the enemy is trying to avoid direct attack, if you fire back enough, the they try to go around. In the big maps, thats more interesting.

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #299272] Sat, 18 February 2012 00:15 Go to previous messageGo to next message
DaFranker is currently offline DaFranker
Messages:2
Registered:May 2008
As Alex_SPB said, NCTH + longer sight/weapon ranges + Big Maps makes the experience take a whole new turn. The balance of the game is completely different, and to me more fun to play (though how much the 'novelty factor' comes into play here is hard to tell). My ranges aren't quite as high as Alex's, but now I'm eager to try it at those values and perhaps higher. My NCTH values are also mostly a hackjob, since I pretty much winmerged everything I could find at some point.

I also usually play with slightly increased movement speeds (or rather, reduced movement costs), so for the hell of it here I approximately halved the values I normally use there, and that too completely changed the dynamics of the game. I feel like with more work in this direction, the game could finally feel like one tile is one square meter. If that happens, then someone would have to change that silly thing in the code.

Report message to a moderator

Civilian
Re: AIMNAS WF2012 Part 10[message #299274] Sat, 18 February 2012 00:21 Go to previous messageGo to next message
Alex_SPB is currently offline Alex_SPB

 
Messages:169
Registered:February 2008
Location: Russia, St.Petersburg
DaFranker
As Alex_SPB said, NCTH + longer sight/weapon ranges + Big Maps makes the experience take a whole new turn. The balance of the game is completely different, and to me more fun to play (though how much the 'novelty factor' comes into play here is hard to tell). My ranges aren't quite as high as Alex's, but now I'm eager to try it at those values and perhaps higher.


I am happy as a kid Smile have spent a couple of hours playing - this seems to be long awaited JA3

Report message to a moderator

Staff Sergeant
Re: AIMNAS WF2012 Part 10[message #299358] Sat, 18 February 2012 21:00 Go to previous messageGo to next message
psycho1976 is currently offline psycho1976

 
Messages:29
Registered:February 2008
Hi there.
with the two different versions (v21 and v26) I am a tad confused. Is it so that you cannot use v26 and the smaller, normal maps? Personally I love aimnas, but not the idea of bigger maps (quests not working to my knowledge, hate to look for the last few enemies...)

Your work is outstanding so I'd hate to lose access to it if it is from now on big maps only.

Report message to a moderator

Private 1st Class
Re: AIMNAS WF2012 Part 10[message #299359] Sat, 18 February 2012 21:11 Go to previous messageGo to next message
smeagol is currently offline smeagol

 
Messages:2705
Registered:June 2008
Location: Bremen, Germany
Taking a modding break for undetermined time.

Report message to a moderator

Lieutenant

Re: AIMNAS WF2012 Part 10[message #299366] Sat, 18 February 2012 23:19 Go to previous messageGo to next message
DaFranker is currently offline DaFranker
Messages:2
Registered:May 2008
Psycho:

I personally play a frankensteined game using AIMNAS v26 as the starting point for datafiles, the latest HAM5.5 exe, Arulco Revisited stuff (mostly for the maps), and a hackjob NCTH setup right now. It's still loads of fun despite all the patchwork, and most relevant to your question/issue, I'm using AR maps instead of v26 maps with no issue (well, none that are important/relevant to me so far compared to the fun I get from it). Note that you'll have to change the starting position entry in the .ini if you use AIMNAS .ini files as a base, otherwise the game will crash when trying to fly in your mercs at the start of the game.

I really wish XML lists were switched to string indexes though, instead of numbered indexes as they are right now. It would make all my frankenstein-building and hacking so much easier.

Report message to a moderator

Civilian
Re: AIMNAS WF2012 Part 10[message #299385] Sun, 19 February 2012 06:24 Go to previous messageGo to next message
cdudau
Psycho1976
Hi there.
with the two different versions (v21 and v26) I am a tad confused. Is it so that you cannot use v26 and the smaller, normal maps? Personally I love aimnas, but not the idea of bigger maps (quests not working to my knowledge, hate to look for the last few enemies...)

Your work is outstanding so I'd hate to lose access to it if it is from now on big maps only.


Version 26 is not Completely compatible with Version 21 due to various reasons. You could take the additional items and add them to Version 21 if you wanted, although; if you wanted to have them appear in enemy drops, maps, and/or Bobby Ray's Guns and Things, you would have to manually edit them in via XMLs.

@DaFranker

Welcome to the PIT.

Report message to a moderator

Re: AIMNAS WF2012 Part 10[message #299467] Sun, 19 February 2012 22:11 Go to previous messageGo to next message
psycho1976 is currently offline psycho1976

 
Messages:29
Registered:February 2008
tao
Psycho1976
Hi there.
with the two different versions (v21 and v26) I am a tad confused. Is it so that you cannot use v26 and the smaller, normal maps? Personally I love aimnas, but not the idea of bigger maps (quests not working to my knowledge, hate to look for the last few enemies...)

Your work is outstanding so I'd hate to lose access to it if it is from now on big maps only.


Version 26 is not Completely compatible with Version 21 due to various reasons. You could take the additional items and add them to Version 21 if you wanted, although; if you wanted to have them appear in enemy drops, maps, and/or Bobby Ray's Guns and Things, you would have to manually edit them in via XMLs.

@DaFranker

Welcome to the PIT.


Sounds like a ton of work, especially for someone that isn't very knowledgeable in that field. Looks like v21 is my last stint with Aimnas then.

Thanks for the feedback anyhow. Same goes to Dafranker Smile

Report message to a moderator

Private 1st Class
Re: AIMNAS WF2012 Part 10[message #299475] Sun, 19 February 2012 23:06 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
I use the Tais' latest SCI, and v26! In Omerta, the enemy come, and come, never stop!
Why?!

In Data-AIM folder the in Ja2_Options.ini set the NEW_AGGRESSIVE_AI = FALSE!

Report message to a moderator

Corporal
Re: AIMNAS WF2012 Part 10[message #299476] Sun, 19 February 2012 23:15 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Agressive_AI does nothing, it's dangling in the air three or four steps into the code. Probably got something to do with priorities, maybe he tuned them a bit to have more enemies on the limited maps available.

Report message to a moderator

Captain

Re: AIMNAS WF2012 Part 10[message #299515] Mon, 20 February 2012 08:31 Go to previous messageGo to next message
Dobb is currently offline Dobb

 
Messages:26
Registered:January 2011
A simple question: Was there any major difference between realistic and sci fi mode? Which one had more guns? And what are the features besides the mine bug creatures?

Report message to a moderator

Private 1st Class
Re: AIMNAS WF2012 Part 10[message #299547] Mon, 20 February 2012 13:48 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Dobb
A simple question: Was there any major difference between realistic and sci fi mode? Which one had more guns? And what are the features besides the mine bug creatures?


Sci-Fi Mode has more guns. Still, in 1.13 you can only have e.g. AET-Ammo with Sci-Fi Mode enabled. IN the original game, that was the only way to acquire The Queen's Jelly to make coated armor. The NPC Gabby, who is a trader does not appear and one NPC in Cambria hospital. Several weapons, like the XM8 won't be buyable in B.R.'s because they are prototypes.

smeagol
Taking a modding break for undetermined time.

Have a good time.

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #299550] Mon, 20 February 2012 13:54 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
One must distinguish between SciFi and ENABLE_CREPITUS, the latter being an ini setting. SciFi alone just adds a few prototype weapons. The bugs and all related NPCs and quest are toggled by the ini setting.
Note: SciFi isn't officially supported and may cause problems - use at own risk and beware the flame spewing queen.

Report message to a moderator

Captain

Re: AIMNAS WF2012 Part 10[message #299551] Mon, 20 February 2012 13:58 Go to previous messageGo to next message
Logisteric

 
Messages:3199
Registered:December 2008
Location: B
DepressivesBrot
One must distinguish between SciFi and ENABLE_CREPITUS, the latter being an ini setting. SciFi alone just adds a few prototype weapons. The bugs and all related NPCs and quest are toggled by the ini setting.
Note: SciFi isn't officially supported and may cause problems - use at own risk and beware the flame spewing queen.


and beware of ze also flame spewing smeag if you dare to ask questions about it :devilaugh:

Report message to a moderator

Captain
Re: AIMNAS WF2012 Part 10[message #299554] Mon, 20 February 2012 14:33 Go to previous messageGo to next message
The_Bob is currently offline The_Bob

 
Messages:415
Registered:May 2009
Location: Behind you.
bugs aren't really broken, they may drop flame throwers but work fine otherwise. Problem with bugs in aimnas is that they don't really stand a chance anymore. Maybe if there were 10x more of them they would be more fun.

Report message to a moderator

Master Sergeant
Re: AIMNAS WF2012 Part 10[message #299562] Mon, 20 February 2012 16:39 Go to previous messageGo to next message
spaeR is currently offline spaeR

 
Messages:77
Registered:September 2008
Location: Hungary
THX!

Report message to a moderator

Corporal
Re: AIMNAS WF2012 Part 10[message #299673] Tue, 21 February 2012 12:44 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Have combines this: SCI_113Unstable_r4945_20120212 with v21.
Now the Jeep in Omerta is hostile. If I enter, the game freezes (cursor clock).

Any idea?

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #299675] Tue, 21 February 2012 12:48 Go to previous messageGo to next message
JMich is currently offline JMich

 
Messages:546
Registered:January 2011
Location: Greece
Open vehicles.xml, find the entry for the jeep and change
0
to
1

Report message to a moderator

First Sergeant
Re: AIMNAS WF2012 Part 10[message #299688] Tue, 21 February 2012 13:44 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
I am here: Data-AIM\TableData\vehicles.xml
and changed this:

	
		164
		Jeep	
		Jeep
		Jeep	
		1
		INTERFACE\JEEP.sti
		6
		86
		83
		167
		0
		1
		-1
	
		


Jeep is still hostile, even after starting a new game.

Has maybe sth. to do with this?

(...)

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #299711] Tue, 21 February 2012 15:18 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
Dyson

Has maybe sth. to do with this?

(...)



They are comment lines. The text between "" doesn't mean anything.

Report message to a moderator

First Sergeant
Re: AIMNAS WF2012 Part 10[message #299896] Wed, 22 February 2012 12:49 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Still haven't found a solution.

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #299933] Wed, 22 February 2012 16:45 Go to previous messageGo to next message
henniheine is currently offline henniheine

 
Messages:13
Registered:May 2011
I have/had the same problem. I switched to the latest official Release."JA2_113_FullRelease_German_4870". There is no problem with the car in Omerta. (Other cars not tested).

[Updated on: Wed, 22 February 2012 16:47] by Moderator

Report message to a moderator

Private
Re: AIMNAS WF2012 Part 10[message #299935] Wed, 22 February 2012 17:15 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
Thtat's a possible solution. But I have played the stable version yet. Wanted to try out the new features like walking_with_weapon_raised and the new save/load option.

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #299991] Wed, 22 February 2012 23:20 Go to previous messageGo to next message
Gambigobilla

 
Messages:693
Registered:July 2008
This was mentioned before many times. Because of that it may be overlooked. If you changed vehicles.xml after you started your game the change is not applied.

tl;dr

Change the xml then start a new game.

Report message to a moderator

First Sergeant
Re: AIMNAS WF2012 Part 10[message #300014] Thu, 23 February 2012 00:55 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
I have mentioned that before, that's maybe why it was overread Wink

Quote:

Jeep is still hostile, even after starting a new game.


Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #300032] Thu, 23 February 2012 03:42 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
After all, I made a new installation. Changed the vehicles.xml. Entered A10 and got a freeze. Alt+x then started again and finally the Jeep wasn't hostile anymore. Have really no idea, where the bug was.

Thanks for all advices.

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #300054] Thu, 23 February 2012 10:26 Go to previous messageGo to next message
buuface is currently offline buuface

 
Messages:165
Registered:October 2011
Hi there,

When i enter the crossroad sector below Omerta (the one with the service station and cafe with the interactable bartender) i get a message that some one has been spotted on the road (hamous and his ice cream truck im assuming)

but when i zoom in and investigate the sector in realtime i cant find him anywhere... or any NPC other than the barman

Report message to a moderator

Staff Sergeant
Re: AIMNAS WF2012 Part 10[message #300123] Thu, 23 February 2012 22:16 Go to previous messageGo to next message
cdudau
Try this: [CTRL] + [G] [A] [B] [B] [I] cheat, then hit [ALT] + [E]

Report message to a moderator

Re: AIMNAS WF2012 Part 10[message #300283] Sat, 25 February 2012 09:31 Go to previous messageGo to next message
henniheine is currently offline henniheine

 
Messages:13
Registered:May 2011
Dyson
After all, I made a new installation. Changed the vehicles.xml. Entered A10 and got a freeze. Alt+x then started again and finally the Jeep wasn't hostile anymore. Have really no idea, where the bug was.

Thanks for all advices.
It works for me too. Without a freeze / crash. Simply installed it completely new. Then changed vehicles.xml and it works.

Short question about new 1.13 Version. How does that work: Quote:
Wanted to try out the new features like walking_with_weapon_raised and the new save/load option.

[Updated on: Sat, 25 February 2012 09:31] by Moderator

Report message to a moderator

Private
Re: AIMNAS WF2012 Part 10[message #300299] Sat, 25 February 2012 15:02 Go to previous messageGo to next message
Sam Hotte

 
Messages:1966
Registered:March 2009
Location: Middle of Germany
hennie
Short question about new 1.13 Version. How does that work: Quote:
Wanted to try out the new features like walking_with_weapon_raised and the new save/load option.
Not all if you use relase version 4870.
It's only available in dev branch / unstable yet.

Report message to a moderator

Sergeant Major
Re: AIMNAS WF2012 Part 10[message #300347] Sun, 26 February 2012 10:50 Go to previous messageGo to next message
henniheine is currently offline henniheine

 
Messages:13
Registered:May 2011
I'm using "SCI_113Unstable_r4945_20120212" since a few days...

Report message to a moderator

Private
Re: AIMNAS WF2012 Part 10[message #300374] Sun, 26 February 2012 22:44 Go to previous messageGo to next message
Dyson is currently offline Dyson

 
Messages:204
Registered:December 2008
1. look with soldier in desired direction
2. raise weapon by looking again in the same direction (I use "L"-key instead the mouse command)
3. if you now go, the soldier will keep the weapon raised

does not work while running, sneaking or while beeing prone

I have also noticed, that sometimes, if you walk in realtime and encounter an enemy, the soldier lowers the weapon.

Report message to a moderator

Sergeant 1st Class
Re: AIMNAS WF2012 Part 10[message #300408] Mon, 27 February 2012 10:37 Go to previous messageGo to next message
henniheine is currently offline henniheine

 
Messages:13
Registered:May 2011
Thx!

Report message to a moderator

Private
Re: AIMNAS WF2012 Part 10[message #300421] Mon, 27 February 2012 17:35 Go to previous messageGo to next message
Toneone is currently offline Toneone

 
Messages:376
Registered:October 2008
Location: Germany
Hey, i am having a weird problem with enemey and miltia reinforcements.
Im using tais latest unstable SCI and AIMNAS v21, like described.


In short, they do not arrive during TB, but when it goes back to real time during a battle they come in.
That is a problem because i am now fending of the drassen counter but theres only one enemy left on the map while 50 or so wait to reinforce.
Now what happens is this:

1. Militia kills him- Everyone that should have by now spawns in instantly and i get the clock while its still the militas turn. Nothing happens from here on out.
2. I kill him- the game treats it as a victory meaning my guys stand up and i get victory lines but still everyone spawns in. On the sector map the game does not recognize the sector as beeing in battle, but i also cant advance time.
Now, while my mercs are all ready to move i cant do anything, the potrait list is grayed out, as well as the end turn button.

Has anyone ever seen something like this?
I would rather fix it then to start over again...
I could also up the save.

regards

Report message to a moderator

Master Sergeant
Re: AIMNAS WF2012 Part 10[message #300494] Tue, 28 February 2012 13:37 Go to previous messageGo to next message
Foxd1e is currently offline Foxd1e

 
Messages:32
Registered:February 2012
Location: US
I am having problems using some of the new features in more recent AIMNAS versions.

Could someone who is comfortable with AIMNAS please tell me:

How to switch between Retracted and Normal versions on a Weapon with a Retractable stock? I can't see to figure out how to switch between them like Smeagol's pictures show. I can switch between Fixed, Folding, and Retractable Stocks comfortably. I just can't seem to switch between the modes of each individual stock per se.

This next problem pretty much goes hand in hand with the previous. With the Two special Grips attachments, The Kel Tec FG/BP and the Grippod FG/BP I also can't seem to get them to switch between modes. Again I have no problems switching between a Regular Bipod and Regular Foregrip. I just can't seem to switch the Kel Tec's and Grippod's mode, the description makes it seem so easy.

The Item ID's for the Grips I am referring to are:
2547 A. - Foregrip, Kel Tec FG
2548 A. - Foregrip, Kel Tec BP
947 A. - Foregrip, Grippod FG
948 A. - Foregrip, Grippod BP

Now if the simple answer is "You can't, you have to have both items in your inventory to switch between them." Then I ask what is the point of having these special "Merged" Foregrips at all if you still have to carry a bipod and foregrip in your inventory. Also if that is the case then the Bipod versions (2548 & 948) would be considerably harder to obtain as they aren't for sale anywhere, making the combo even more pointless.

[Updated on: Tue, 28 February 2012 13:44] by Moderator

Report message to a moderator

Private 1st Class
Re: AIMNAS WF2012 Part 10[message #300495] Tue, 28 February 2012 13:44 Go to previous messageGo to next message
DepressivesBrot is currently offline DepressivesBrot

 
Messages:3658
Registered:July 2009
Not possible for the time being. The stocks and some other stuff were rewritten to use HAM transformations but smeag decided not to do all the work to include merges for them when HAM was dropped in favor of a more current 1.13 version. We hope it's only a temporal annoynce.

Report message to a moderator

Captain

Re: AIMNAS WF2012 Part 10[message #300497] Tue, 28 February 2012 13:48 Go to previous messageGo to previous message
Foxd1e is currently offline Foxd1e

 
Messages:32
Registered:February 2012
Location: US
Awww I was hoping you wouldn't say that Brot Sad so they were planned to have a special switches but they were dropped because Headrock is MIA? So should I just ignore these features?

Also will AIMNAS v27 (when it's released) support an up-to-date 1.13? Also what if any new features of 1.13 will it support? I am gonna cross my fingers that the 10 man squads, and the JADG mercs are supported (Spooky Snake Spam Vinny etc.) cuz it was a pain in the butt to integrate them into v21 and 26

[Updated on: Tue, 28 February 2012 13:55] by Moderator

Report message to a moderator

Private 1st Class
Previous Topic: AIMNAS WF2011 Part 9
Next Topic: AIMNAS Item requests
Goto Forum:
  


Current Time: Fri Mar 29 07:01:07 GMT+2 2024

Total time taken to generate the page: 0.03277 seconds